Three-dice gaming method and system for two person competition

ABSTRACT

A method of playing a non-wagering or wagering game on physical systems or an electronic gaming system has steps of: providing three virtual dice; providing in the memory an event result tables or paytables having a plurality of outcomes; optionally the processor receiving a wager on an event result; effecting a virtual casting of the three virtual dice to generate a random event using the electronic random number generator to determine an event outcome, the random event outcome comprising a display of the three virtual dice; comparing the random event of the virtual casting of the three virtual dice with the event result tables or paytables to determine wagering or game events; resolving wins or losses based upon the random event; and moving a virtual game piece on a virtual display; or both resolving wins or losses based upon the random event and moving a virtual game piece on the virtual display system.

RELATED APPLICATIONS DATA

This application is a continuation-in-part application of copending U.S.patent application Ser. No. 13/601,596, filed 31 Aug. 2012 as a Reissuepatent Application of U.S. Pat. No. 7,694,969, which issued from U.S.patent application Ser. No. 11/487,213, filed 14 Jul. 2006. The presentapplication claims priority through the entire family of applicationsunder 35 U.S.C. 120.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to the field of competitive non-wageringgames and wagering games, particularly casino table wagering games andmost particularly either non-wagering electronic competitive games,competitive board games and casino table wagering games using dice orvirtual dice or random number generators providing dice outcomes as thegenerators of random events.

2. Background of the Art

Dice games have been used for gambling and entertainment for centuries.Dice games are well known in the art. Craps is probably the best-knowndice gambling game. Craps is representative of multiple roll dice gamesin which some types of bets are not resolved for two, three or morerolls of the dice. Some types of bets in Craps known as propositionwagers are resolved on one roll. The biggest problem with Craps, fromthe point of view of the player, is that the rules appear to be complex.Thus, it takes considerable study and/or playing time to learn to playwith a level of comfort. These limitations are also the major problemwith Craps from the point of view of the game operator (e.g., thecasino). The apparent complexity of Craps intimidates some potentialplayers who choose not to play or to play at minimum wagers andtherefore lower the revenue of the casino.

Single roll dice games, such as those shown in U.S. Pat. No. 5,806,847(White, et al.) are inherently simpler than multiple roll games such asCraps. However, the single roll dice games have fewer betting choicesavailable to the players. Players tend to lose interest more easily in agame that has relatively few betting choices.

Some dice games increase the number of possible bets by using more thanone or even more than two dice, such as the use of three dice of thesame color (e.g., U.S. Pat. No. 5,879,006, Bowling). The game disclosedby Bowling also involves multiple rolls for some types of bets andcomplex rules to be learned by the player.

Another three dice game is disclosed in U.S. Pat. No. 6,209,874 (Jones).This game uses three dice, each a different color. The bets are resolvedin one roll, which is simpler to learn than a multiple roll game.However, the use of three different color dice and bets involving therelative relationships of the outcome of the individual dice stillresults in a complex game that is likely to inhibit some potentialplayers.

U.S. Pat. No. 4,334,685 (Robbins) describes a three dice wagering gameusing a playing surface that includes seven rows which are so demarcatedby a line directed from the top to the bottom of the surface as torender each row into two sections. The area now at the left isidentified by indicia explaining in detail the co-related area's purposeimmediately to its right which is the betting area. Five such bettingareas on the right side are further divided into a plurality of bettingstalls, each stall having two components. One component, at the upperpart thereof has indicia showing the betting ‘number’ and the othercomponent at the lower part thereof has indicia showing the odds offeredthereon. The remaining two betting areas on the right side are notdivided but are emblazoned with indicia showing the type of bet thereinand flanked on each side of the emblazonment with the odds offeredtherein. The combinations and permutations probability of thesimultaneous ONE THROW OF THREE DICE (two WHITE dies and one RED die)which immediately completes each game has an indirect bearing on theodds shown in the plurality of betting areas. Various colors of bettingchips are adapted to be selectively placed on the various betting units.However, each player must have a different identifying colored stack ofchips from each of the other players and must be ‘paid-off’ in the samelike-colored chip the bet was made with, which of course, coincides withthe color of the stack of chips presently in front of the player.

U.S. Pat. No. 4,635,938 (Gray) describes a dice game using three dice oftetrahedron type. Two of the dice are colored white and the third diehas four colors on separate surfaces, each colored surface having adiffering numerical value as well. The play is commenced by firstrolling the two white dice to obtain a numerical value of one of tenpossibilities upon which first bets have been placed. The second rollutilizes the third colored die to determine the remainder of thewagering which include: odd/even, hard three, six, nine, and twelve; thetotal numerical value of the three dice, the listed numbers shown oneach die, and the color and number of the third die.

U.S. Pat. No. 4,743,025 (Gramera) teaches a three dice game in whicheach of the two hundred sixteen possible numerical combinations of threesix-sided dice is visually differentiated, one from the other, byretaining the six differently numbered faces on a conventional firstneutral die; coding each of the six differently numbered faces on asecond die with separate figure symbols; and coding each of the sixnumbered faces on a third die with separate colors and five differentnumbers. One of the faces of the third die repeats the number on one ofthe other faces of that die. Rolling the set of three dice over anextended period of time will display each of the expected fifteennumerical sums, ranging in values from three through seventeen, intwo-hundred-sixteen separate and visually differentiated combinations,each turning up with equal odds of 1 in 216. Development of this codingtechnique, to separate and expand the normally expected fifteennumerical sums to two-hundred-sixteen numerical scores, by visuallydifferentiating each of two-hundred-sixteen possible combinations ofthree six-sided dice, rolled with equal odds, affords a simplified butpractical application to create a variety of new dice related gamesincorporating game boards, playing cards or a combination thereof.

U.S. Pat. No. 5,133,559 (Page) describes a gaming system in which a setof six dice provides two groups of intransitive dice, each groupcontaining three dice (10, 20 and 30). The dice of one group are sizedlarger than those of the other group. Each die is one of three colorsand each group of three intransitive dice includes a die of each color.The six dice are used in a casino game wherein all dice are rolled andthen twelve possible bets are resolved. These bets fall into threecatagories: contests between two dice of the same size but differentcolors, contests between two dice of one color and two dice of anothercolor, and contests matching two dice, each of a different color anddifferent size versus another two dice, each of a different color anddifferent size. Game apparatus includes a layout (40) providing twelvebetting areas (A-L) and chips (50) for placing wagers on twelve possiblebets.

U.S. Pat. No. 5,413,351 (Franklin) describes a dice game involvingwagering on the outcome of a toss of three dies. A player places a firstbet means. If the dealer throws a preselected winning combination, suchas a 4-5-6, triple, or pair and a 6, the dealer wins. If the dealerthrows a preselected losing combination, such as a 1-2-3 or a pair and aone, the dealer loses. If the dealer throws a third combination, such asa pair and a 2-3-4 or 5, then the player throws in an attempt to beatthe dealer. If the player throws a preselected combination, such as a4-5-6, or a pair and single die having a value higher than that of thedealer, the player wins. If the player throws a preselected loser, suchas a 1-2-3, or a pair and single die having a value less than that ofthe dealer, the player loses. If the player or dealer does not throw oneof above stated winning or losing combinations, then the dealer orplayer must throw again. Each player may place a second bet that theoutcome of the game will result in predetermined winning die combinationyielding a predetermined winning payout. A player may also place bonusbet means, wherein if that particular throw results in a preselectedcombination, such as triple sixes, the player is entitled to a throw. Ifthe player throws another preselected combination, such as a triple six,the player is entitled to a large winning payout.

U.S. Pat. No. 5,505,457 (Boylan) describes a method of playing awagering game simulating the sport of bowling where an outcome isdetermined by a random value symbol generator actuatable by a player.The method of play simulates the game of bowling. First and secondpredetermined range of values are selected by a house, and a round ofthe game is played by the player beginning with the wagering of a wagerthat a first generation of the value symbol will be within the firstpredetermined range of values or that a second generation of the valuesymbol when added to the first generated value symbol will be within thesecond predetermined range of values. The player then activates therandom value symbol generator to produce a first value symbol, and thenactivates the random value symbol generator to produce a second valuesymbol where the first value symbol is not within the firstpredetermined range of values. Where the second value symbol isgenerated, the value of the first value symbol and the second valuesymbol are added together to generate a sum. Finally, settling of thewager occurs. Preferably, the wagering game further includes continuinga turn of the player by playing another round where the first valuesymbol is within the first range or the sum of the first and secondvalue symbols is within the second range and the wagering that theplayer will play a predetermined number of consecutive rounds and/orwill generate a first value symbol in the first range for apredetermined number of consecutive rounds.

U.S. Pat. No. 5,620,183 (Skratulia) describes a game in which a set ofdice (20, 120) produces a range of numerical values including aplurality of diced each having a representation of a selected numberdisposed on each of its six sides. In one embodiment the set of dice 20includes first die 22, second die 24, and third die 26, and the range ofnumerical values produced is one through eight. In a second embodimentthe set of dice 120 includes first die 122 and second die 124, and therange of numerical values produced is one through nine. A method forrandomly generating one of the numbers one through eight or one throughnine, with each number one through eight having an equal 0.125probability of being generated, comprising the steps of: providingfirst, second, and third six-sided dice, said first die having arepresentation of the number zero disposed on three sides and arepresentation of the number two disposed on three sides; said seconddie having a representation of the number one disposed on three sidesand a representation of the number two disposed on three sides; and,said third die having a representation of the number zero disposed onthree sides and a representation of the number four disposed on threesides; rolling said first, second, and third six-sided dice, afterrolling said first, second, and third six-sided dice, each die having anuppermost side; and, numerically totaling said uppermost sides of saidfirst, second, and third six-sided dice.

U.S. Pat. No. 6,893,019 (Gaygen teaches a casino-type table betting gameusing one die of one color, or otherwise singularly marked, and twomatching dice of another color, or otherwise marked as a pair. Playersmake wagers on the outcome of a single roll of the three dice. Wagersare made by placing bet markers on various areas of a game board thatdefine bet types. One group of wagers is on the outcome of the singulardie. A second group of wagers is on the pair of dice. A third group ofwagers is on the total of all three dice. When the outcome of thesingular die is a predetermined number (e.g., 1), the house wins allbets on the game board regardless of the outcome of the other two dice.A method of playing a dice game has a dealer, who is an agent oremployee of a game operator or house, and a plurality of playerscomprises the steps of: a) providing one of said players with two diceof one color, or otherwise identified as a pair, and one die of anothercolor, or otherwise identified as a singleton, or electronic or otherrepresentations thereof, said dice being hexahedral and each side ofeach die marked with a different indicia representing a number from oneto six inclusive; b) providing a game surface, or electronic or otherrepresentation thereof, having a betting area where said players makebets by placing a betting marker or markers, said betting area havingone section for placing bets on the outcome of said single die includingonly outcomes 2, 3, 4, 5, and 6, one section for placing bets on theoutcome of said pair of dice including outcomes 2, 3, 4, 5, 6, 7, 8, 9,10, 11, and 12, one section for placing bets on the total of all threesaid dice including only outcomes 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14,15, 16, 17, and 18, one section for ancillary bets related to theoutcome of said single die, one section for ancillary bets related tothe outcome of said pair of dice, one section for ancillary bets relatedto the outcome of all three said dice, said game surface having nosection for placing bets on said single die having an outcome of 1,wherein the dice game does not allow for the placing of bets on thesingle die outcome of 1; c) providing payout odds for a winning bet foreach bet on the game surface; d) said players placing bets on said gamesurface; e) said shooter rolling all three said dice together completingone play of said game; f) said dealer determining winning bets bydetermining which bets match the outcome of the roll of the dice whenthe outcome of said single die is 2, 3, 4, 5, or 6; g) said dealertaking possession of said betting markers on losing bets and paying saidplayers making winning bets according to payout odds; h) said dealertaking possession of any and all said betting markers anywhere on saidgame surface when the outcome of said single die is 1.

Various three-dice board games and wagering games also include U.S.Patent No. 5,791,651 (Bryant); U.S. Patent No. 5,879,006 (Bowling); andU.S. Patent No. 6,378,869 (Hedge et al.). In spite of the optionsavailable for dice games, the only game that has established a followingat casinos is traditional craps games. It is believed that a novel gamewith simplicity of play and ancillary topical interest can be a novelgame that attracts new players and can maintain interest.

SUMMARY OF THE INVENTION

A gaming system and gaming play use three dice (physical dice or virtualdice) to provide random events. The random events are related tophysical or distance movements or points scored on a field or track ormap. The dice are provided as two dice representing a portion of therandom event determinant and the third die acting as a separate portionof the event determinant, such as a selector for a particular column inan event result table. The first two dice are differentiated from thethird die by obvious physical and visually observable characteristics,such as size and/or color. At least one wager is placed on the game byat least one player, and the dice are cast to provide the randomoutcome. The wager may be a running event wager or a proposition bet.The total of the two dice in combination with the particular symbolprovided by the third die determine event results such as a single rollwin, a single roll loss or an advancement of a gaming object in acontinuing step in the game. An array of different wagers may be offeredto players for both continuing wagers and proposition bets. The formatof the game table and play surface can be designed to offer a theme inwhich the wagers and the random dice outcomes can be related to thetheme. For example, in using an American Football theme, winning andlosing events can be provided by dice roll outcomes equated totouchdowns, interceptions, extra-points, penalties, first downs and thelike.

BRIEF DESCRIPTION OF THE FIGURES

FIG. 1 shows three dice that may be used in the practice of thetechnology described herein.

FIG. 1A shows an upright gaming system for play of the present game.

FIG. 2 shows a game table layout using part of an American Footballlayout to represent results of dice rolls in the play of the gamedescribed herein.

FIG. 2A shows a schematic of an electronic device on which the presenttechnology may be practiced.

FIG. 3 shows a result table or event table or the rolls of the dice.

FIG. 4 shows a flowchart of game play.

DETAILED DESCRIPTION OF THE INVENTION

A board game, casino table wagering game, video game, internet game orinternet wagering game simulates events in an American Football game orother field game (e.g., soccer, baseball, cricket, field hockey, icehockey, lacrosse, horse racing, dog racing, track-and-field and thelike) by providing a gaming field (or virtual gaming field) on which agame piece, marker, virtual game piece or virtual marker is moved as theresult of random numerical events determined by three dice. As in craps,a series of rolls or possessions can be played while attempting toachieve an ultimate event (e.g., touchdown, run, goal, first down, etc.)while the player(s) of the game make wagers as to the outcome of thetotal game activity (a touchdown or loss of possession) or the events ofsingle rolls (proposition wagers and winning/losing outcomes, firstdowns, interceptions, fumbles, etc.). Although there are many variationsin the nomenclature of events because of the use of different sportsthemes in the play of the game, there is a unifying feature with regardto the equipment, probabilities, events, payout odds, house hold andother elements of the game. The fact that the game can be provided inmany different formats with the same or similar underlying features inthe game play should be remembered, even though the description of thegame will emphasize American football terminology, and thesedescriptions are not intended to limit the game to that single theme.Instead, the use of American football terminology is intended to be adescription of a species of play within the generic concepts of thebroad invention.

A field is present as a design on a table or a virtual image on a screenand three dice are used as the random event generator. The dicepreferably are standard appearance die, with six faces and numberingsymbols of 1, 2, 3, 4, 5 and 6 on the faces of the dice. At a minimum,the two similar dice should be standard dice with one of six differentnumber indicators on each of the six faces of the die. The third die maybe physically observably distinct from the first two dice, and may alsohave standard numbering on its facing, but may also have other symbology(e.g., A, B, C, D, E and F; six different team logos; etc.) on theirfaces, as the symbols or numbers on the third die are not necessarilyused to form a total number for use in the game, but rather tends to beused to select an event result table during the play of the game. Thisfact will be explained in greater detail later.

Standard dice have opposed faces that total a number 7, but this is notessential in the practice of the invention. The dice are designed withtwo dice being essentially within a single grouping (e.g., the samesize, the same color or combinations thereof) and one die in a distinctgrouping (e.g., a different size, a different color or combinationsthereof, different symbology on the faces, and combinations of these).

The game described herein will be referred to as “3 Dice Football”™. andis a fast paced and exciting table game, which uses 3 dice to play thegame. 3 Dice Football™. is intended as a gambling game for use inCasinos, but may be used on the internet, on video wagering apparatus,as a video game or a board game.

Game Objective and Rules: (See FIG. 2)

The primary apparent objective of the game is to place a wager and scorea Touchdown, although wagers may be placed on various events, includingnot scoring a touchdown. The Three-Dice Football™ game begins with agame piece or position indicator being placed at a start location on thefield. For example, the “football” being moved by events in the play ofthe game (e.g., which may be represented on the game table by a smallfootball helmet) placed on the offensive twenty (20) yard line. Theroller of the dice (known as the ‘quarterback’) begins by rolling three(3) dice (e.g., two (2) six-sided green dice and one (1) six-sided reddie). The dice determine the outcome of the play (see the table of FIG.3). In the ordinary play of the game, the quarterback has three (3)plays (three rolls of the three dice) to reach the ten (10) yard line(known as achieving a ‘1.sup.st down’). There is only one (1) 1.sup.stdown possible per game. If a 1.sup.st down is achieved, the quarterbackthen has three (3) additional plays to score a Touchdown. A Penalty canoccur on any play as shown by PEN in the table of FIG. 3. A penaltyresults in a loss of the current down and a loss of one (1) yard. An‘Instant Touchdown,’ or ‘Turnover’ can occur on any play, as also shownin the table of FIG. 3. Whenever a Touchdown is scored, the quarterbackrolls the dice one (1) time (known as ‘extra-point’) and there is aseparate potential for extra-point payouts. After the extra-point roll,that round of the game ends. If a Touchdown is not scored in thedesignated number of plays, or if a Turnover is rolled, that round ofthe game ends, just as if a shooter has crapped out in Craps. DifferentBets: All players at the table may bet on any or all of the followingproposition bets, and all final payouts are to be determined by theCasino. The payouts listed below are suggestions only and are notintended to limit the scope of the game or the scope of payoutsavailable.

Touchdown: This bet must be made at the beginning of the game. This betwins if a touchdown is scored. The payout is 1:1.

Extra-Point: This bet must be made at the beginning of the game. If atouchdown is scored, one (1) roll is made with three (3) dice. Thepayout is as follows: If one (1) of the dice contains the number one,the payout is 1 for 1; if two (2) of the dice contain the number one,the payout is 10 for 1; if all three (3) dice contain the number one (orthe two similar dice are “one” (1) and a specific single symbol appearson the third die (e.g., a Super Bowl™ game symbol), the payout may beapproximately 175 for 1.

Defense: This bet must be made at the beginning of the game. This betwins if a touchdown is not scored, or a turnover is rolled. The payoutis to be determined (TBD).

First Down: This bet must be made at the beginning of the game. This betwins if a first down is achieved or a touchdown is scored. The payout isTBD.

No First Down: This bet must be made at the beginning of the game. Thisbet wins if both a first down is not achieved and a touchdown is notscored. The payout is TBD.

Touchdown on Down ‘X’: This bet must be made at the beginning of thegame. This bet wins if a touchdown is scored on the correct down. Thepayouts vary by down and are TBD.

Touchdown (1 Play): This bet can be made at the beginning of any play.This bet wins if an ‘instant touchdown’ is scored. A touchdown scored byyards gained does not qualify for this bet. The payout is 30:1.

Turnover (1 Play): This bet can be made at the beginning of any play.This bet wins if a turnover occurs. A turnover by downs does not qualifyfor this bet. The payout is 60:1.

Penalty (1 play): This bet can be made at the beginning of any play.This bet wins if a penalty occurs. The payout is 9:1.

No Gain (1 play): This bet can be made at the beginning of any play.This bet wins if zero (0) yards are gained, or if a penalty occurs, orif a turnover occurs. The payout is 5:1.

5 yards+(1 play): This bet can be made at the beginning of any play inwhich the football is marked on the five (5) yard line or beyond. Thisbet wins if five (5) or more yards are gained, or if an ‘instanttouchdown’ is scored. The payout is 9:8.

“Special Situation” Dice could be offered to both players on Offense andDefense on any play. They could be sold for virtual coins.

Offense

1) “3^(rd) and Long” Dice: The 2 Green Dice each contain an extra ‘6’Face, but also contain an extra ‘1’ face. (Example: the six sided diewould contain faces of 1,1,2,5,6,6). This allows the player on offenseto go for it with either a really big play or really small play likely.

2) “Short Yardage” Dice: The 2 Green Dice contain an extra ‘3’ and ‘4’face instead of a ‘1’ and ‘6’ face. (Example: the six sided die wouldcontain faces of 2,3,3,4,4,5). This allows the player to have a higherprobability of picking up a few yards, at the expense of a really big orreally bad play.

Defense

1) “Blitzing Die”: The Red Die contains an extra ‘6’ face, but alsocontains an extra ‘1’ face. (Example: the six sided die would containfaces of 1,1,2,4,6,6). This allows the player on defense to go for a bigdefensive play (Greater chance of a Turnover), however, just like ablitz, if the defense doesn't get there, there is a greater chance of abig play.

2) “Prevent Die”: The Red Die contains an extra ‘3’ and ‘4’ face insteadof a ‘1’ and ‘6’ face. (Example: the six sided die would contain facesof 2,3,3,4,4,5). This allows for the player on defense to be moreconservative and prevent the likelihood of a Big Play.

3 Dice Football (Soccer Variant) Game Rules

The game begins with a coin toss to determine which player will start onoffense.

Each player receives 5 offensive possessions per Half (2 Halves pergame).

For each possession, the player has 5 “touches” (rolls of the dice . . .see below) to string together a series of passes and move the ball upthe pitch into one of the 3 shooting spots (goal scoring positions).

If the player is successful in moving the ball into one of the 3shooting spots, a “shot on goal” is rolled (see below), otherwisepossession is turned over to the other player at the spot of the last“touch”.

The 1^(st) possession of each half and possessions starting after a goalbegin with the Ball at midfield.

After a missed “shot on goal”, possession begins with the ball at FieldPosition Spot #5 (See Below).

At the end of the game, the player who scores the most goals wins.

If the game is tied at the end of all possessions, a Shoot Out decidesthe winner (see below).

Pitch—Field of Play

The PITCH is marked with Spots as follows:

PK-X-X-FK-X-CK-X-X-X-X-X-MID-X-X-X-X-X-CK-X-FK-X-X-PK

The Mid-Field Spot is flanked by 5 position spots.

There are 3 Shooting Spots on each half of the pitch . . . the 1^(st)Shooting Spot reached is the Corner Kick Spot “CK”, followed by aposition spot and then the Free Kick Spot “FK”, followed by 2 positionspots and then the Penalty Kick Spot “PK”.

Rolling the Dice

The outcome of each “touch” is determined by rolling 3 Dice. Whereverthe term “Dice” or “dice” is used, the term includes both real dice orvirtual dice, unless specified to a single format.

The offensive player (with possession of the ball) rolls the 2 GreenDice.

The defensive player rolls the 1 Red Die.

There are 4 possible outcomes for each roll of the dice:

1—Successful Pass

A successful pass is made when the total of the two green dice isgreater than the red dice.

The larger the result, the better the pass.

If the result is between 1 and 4, the Ball advances 1 spot

If the result is between 5 and 8, the Ball advances 2 spots

If the result is 9 or greater, the Ball advances 3 spots

Example:

Green Dice Rolled: 5 and 4, Red Die Rolled 3

Result: 5+4−3=6 (Ball Advances 2 spots)

2—Penalty Kick

A penalty kick is awarded when all three dice show the same number.

The ball instantly advances to the penalty kick spot.

Example:

Green Dice Rolled: 5 and 5, Red Die Rolled 5

3—Tackle

A successful tackle occurs when the total of the 2 Green Dice is equalto or less than the value of the Red Die (except when a Red Card isrolled . . . see below). A tackle results in the attacking player losingpossession, and the defending player gaining possession at the fieldposition where the tackle occurs.

Example:

Green Dice Rolled: 2 and 2, Red Die Rolled 5

Result: 2+2<5

4—Red Card

A Red Card is issued when a Red 6 is rolled with a Green 1,1 or Green1,2.

If a Red Card is issued, the defending player takes possession of theball, and is immediately awarded a penalty kick.

Example:

Green Dice Rolled: 1 and 1, Red Die Rolled 6

Green Dice Rolled: 1 and 2, Red Die Rolled 6

Shot on Goal

If the offensive player advances the ball to one of the 3 ShootingSpots, he rolls a Shot on Goal.

If after the 5 touches, the ball is in between 2 of the shooting spots,the Shot on Goal is taken from the further spot.

To Roll the Shot on Goal, the offensive player rolls 1 Green Die, andthe Goalie (defensive player) rolls 1 Red Die.

Scoring:

Penalty Kick: The offensive player scores a goal with any roll (1-6),unless the Goalie makes a save by rolling the same number.

Free Kick: The offensive player scores a goal by rolling a 3, 4, 5 or 6,unless the Goalie makes a save by rolling the same number.

Corner Kick: The offensive player scores a goal by rolling a 5 or 6,unless the Goalie makes a save by rolling the same number.

Shoot Out

If the score is tied at the end of 2 Halves, a Shoot Out is played. Acoin flip determines order, and then each player takes 1 Penalty Kick(see above). The first player to score a goal and save the other playerspenalty kick WINS.

The One-on-One, Player versus Player game version may have underlyingrules as follows. It is to be noted that wagering may occur for actualvalue or for only scholastic points or for rankings.

Ranking may be determined on the basis of accumulated wins and losses,alone or in combination with statistical averages as ordinarily kept inthe play of the underlying real version of the game (e.g., yards/carry,passing average, points/game, points/series, and the like) or in FantasyFootball games.

Game Rules

The game begins with a coin toss (real or virtual) to determine whichplayer will start on offence.

Each player receives 3 offensive possessions per Quarter (4 Quarters pergame).

For each possession, the offensive player has 3 plays (see below) to geta 1^(st) down (10 Yards) and continue the drive down the field. If theplayer does not obtain a 1^(st) down in the 3 plays, he must declarebefore the 4^(th) down play whether he wants to . . . “Go For It”,“Field Goal Attempt”, or “Punt”.

Starting Field Position for the 1^(st) possession of each half andpossessions starting after a score (TD or Field Goal) are determined bythe Kickoff (see below).

After a Turnover (by downs or by play), or a missed Field Goal attempt,possession begins at the spot of the last play.

At the end of the game, the player who has the most points wins.

If the game is tied at the end of all possessions, Sudden Death Overtimedecides the winner (see below).

Rolling the Dice (The Downs)

The outcome of each Play is determined by rolling the 3 (real orvirtual) Dice.

The offensive player (with possession of the ball) rolls the 2 GreenDice.

The defensive player rolls the 1 Red Die.

There are 4 possible outcomes for each roll of the dice:

1—Yards Gained

The Yards Gained on each play equal the sum of the 2 Green Dice minusthe Red Die.

Example:

Green Dice Rolled: 5 and 4, Red Die Rolled 3

Result: 5+4−3=6 (Ball Advances 6 Yards)

2—Trips TD

An Instant Touchdown is scored when all 3 dice show the same number.

Example:

Green Dice Rolled: 5 and 5, Red Die Rolled 5

3—Penalty

A Penalty occurs when the total of the 2 Green Dice is less than thevalue of the Red Die (except when a Turnover is rolled . . . see below).All Penalties result in a 1 Yard Loss.

Example:

Green Dice Rolled: 2 and 2, Red Die Rolled 6

Result: 2+2<6 (1 Yard Penalty)

4—Turnover

A Turnover occurs when a Red 6 is rolled with a Green 1,1 or Green 1,2.

If a Turnover occurs, the defending player takes possession of the ballat the spot the play began.

Example:

Green Dice Rolled: 1 and 1, Red Die Rolled 6

Green Dice Rolled: 1 and 2, Red Die Rolled 6

Scoring

There are 2 ways to score points in 3 Dice Football:

Touchdown (7 points)

A Touchdown is scored by rolling a Trips TD, or by driving down thefield and reaching the Goal Line.

Field Goal (3 points)

A player may attempt a Field Goal on 4^(th) Down.

To Roll the Field Goal Attempt, the offensive player rolls 1 Green Die,and the defensive player rolls 1 Red Die.

The value of the Green Die rolled is multiplied by 10 (Example: GreenDie=3=3×10=30 Yards).

If the Field Goal is attempted at or closer than the value rolled (inthis example the 30 yard line), then the Field Goal attempt isSuccessful UNLESS:

If the Red Die matches the Green Die, the Field Goal is Blocked.

If the Field Goal is missed or blocked, the defensive player takespossession of the ball at the spot of the field goal attempt.

If the Field Goal is successful, the offensive player rolls a Kickoff(see below).

Punting

A player can elect to punt the ball on 4^(th) Down.

To determine the distance of the Punt, the offensive player rolls 1Green Die.

The value of the Green Die is multiplied by 10 (Example: GreenDie=4=4×10=40 Yard Punt).

The Ball moves 40 Yards from the spot of the Punt.

If the Ball reaches the Goal Line, the Ball is placed on the receivingPlayer's 20 Yard Line.

Kickoff

A Kickoff is rolled to begin each Half, and after each Score (TD orField Goal).

To determine the distance of the Kickoff, the offensive player rolls 2Green Dice.

The total value of the 2 Green Dice is multiplied by 10 (Example: GreenDice: 4 and 1=(4+1)×10=50 Yard Kickoff).

The Kickoff is made from the Kicking Player's 20 Yard Line (In aboveexample, 50 Yard Kickoff would place the ball on the receiving Players30 Yard Line).

If the Ball reaches the Goal Line, the Ball is placed on the receivingPlayer's 20 Yard Line.

Overtime

A Coin Toss determines which player will kickoff and which player willbegin on offense. The first player to score during Overtime wins thegame!

Possible Design Ideas:

The outside and top of the game table (real or virtual) can resemble asports arena or football stadium. The three dice can be placed in asmall devise that resembles a football; the ‘quarterback’ would thenroll this devise down the table. The object that marks what yard linethe football is on can be a small football helmet. The quarterback canchoose from 2 different colored helmets (home/away) before each game.The helmet can contain the casino logo on the side of the helmet. Thetable can contain digital displays to provide game information similarto a digital scoreboard at a football stadium. The digital displays canalso be used for marketing purposes. The side panels on the inside ofthe game table can be used as advertising space for sponsors. The markerthat indicates what down it is can be a small object in the shape of afootball with a logo of the casino on it. The field can represent anysports or wagering playing field by merely altering the art work. Thechanges are obvious in simply shifting from American Football to soccer,field hockey or even basketball and ice hockey. The changes to suchevents as a horse race (e.g., complaint changed for penalty; passingfield at a turn changed for first down; stumbling for penalty; fallingfor interception; etc.) are more subtle, but equally effective inmaintaining the ambiance of the sporting event and yet retaining theidentical or at least similar event outcomes with the rolls of the dice(according to FIG. 3). The Table of FIG. 3 provides event outcomesdetermined by the virtual or real dice outcomes, wherein RES is aresult, TD is a touchdown, TO is a turnover, PEN is a penalty and G is avalue on a die. Other Variations: A ‘kickoff’ roll of the dice can beused to determine starting field position at the beginning of the game.The Extra-Point bet can be a ‘bonus’ type bet with a dollar limit set.An additional bet is whether an instant touchdown, turnover, or penaltywill occur during the game. An additional bet is how many plays the gamewill last. An additional bet is how many yards an individual play willresult in. The general game may be described as follows. A wagering gamecomprises the steps of:

a) a player placing at least one wager to play in the wagering game;

b) a player, the house or a mechanical device casting three dice togenerate a random event. The three dice consist of two dice whoseexposed numbers are used to define a numeric result, and the third dieis used to characterize that numeric result in event result tables orpaytables;

c) the random event of the casting of the three dice is compared withevent result tables and then with the paytables to determine wagering orgame events from the random event; and

d) wins or losses based upon the random event are resolved; moving agame piece in a continuing of the wagering game; or both resolving winsor losses based upon the random event and moving a game piece in acontinuing of the wagering game. The wagering game may have the two dicewith six faces, wherein each face has a number indicator of only one of1, 2, 3, 4, 5 or six thereon, and each of the six faces has a differentnumber indicator thereon, as is typical with a standard Craps die. Thethird die has a visual appearance distinguishing the third die from thetwo dice, as with a different color, a different size, differentsymbology on the faces (e.g., numbers 1, 2, 3, 4, 5 and 6, rather thanthe appropriate numbers of spots; different team symbols; differentplayer symbols; different astrological symbols; or any other visuallydistinguishable markings or coloration of the die and its faces. In thegame, a physical or virtual surface is used to move a game piece anamount related to the numeric total of the two dice and an event resulttable and/or a paytable is associated to the numeric result by a randomoutcome on the third die according to rules of play of the game. Thewagering game preferably provides a surface that has markings and wordsrelating the wagering game to a sporting event, such as for AmericanFootball. In the wagering game, the event outcome or event result tableis separate from a paytable and the event outcome or event result tableidentifies at least touchdowns, distance of ball movement and penaltiesaccording to the combination of numerical result from the two dice andthe specific results associated with displayed symbology on the thirddie. In the wagering game, after a touchdown occurs in the wageringgame, at least one die may recast to determine if an extra pointwagering event is achieved. The wagering game allows that propositionwagers may be placed on at least one proposition wager event determinedby the casting of the three dice selected from the group consisting ofa) a one-roll touchdown; b) a one-roll first down (preferably there isno instant one roll first down—a first down ordinarily can only beachieved by moving the football at least ten yards; even though somerolls are 10 yards or more outcome it is not an automatic first down—oneach roll a player needs a different number of yards to get a firstdown); c) a one roll penalty; a one roll specific yardage result; and aone-roll turnover (interception or fumble).

The technology may be practiced, for example, as a virtual electronicsystem or preferably as a gaming system for playing the wagering gamedescribed above comprising:

a gaming table having an upper surface with indicia thereon indicatingdistances and positions for moving the game piece;

the game piece for placement on the upper surface; and

three dice, the three dice comprising two dice for defining the numericresult and a third die that is visually distinguishable from the twodice for characterizing that numeric result in event result tables orpaytables. The gaming system may have the indicia represent fieldposition on an American Football playing field and betting areas areprovided for placing wagers on at least one of touchdowns, first downs,penalties, no touchdowns, and no first downs. The odds for specificoutcomes are printed on the upper surface.

It will be readily apparent to one of ordinary skill in the art that thevarious processes described herein may be implemented by, e.g.,appropriately programmed general purpose computers, special purposecomputers and computing devices. Typically a processor (e.g., one ormore microprocessors, one or more microcontrollers, one or more digitalsignal processors) will receive instructions (e.g., from a memory orlike device), and execute those instructions, thereby performing one ormore processes defined by those instructions. Instructions may beembodied in, e.g., one or more computer programs, one or more scripts.

A “processor” means one or more microprocessors, central processingunits (CPUs), computing devices, microcontrollers, digital signalprocessors, or like devices or any combination thereof, regardless ofthe architecture (e.g., chip-level multiprocessing/multi-core, RISC,CISC, Microprocessor without Interlocked Pipeline Stages, pipeliningconfiguration, simultaneous multithreading).

Thus a description of a process is likewise a description of anapparatus for performing the process. The apparatus that performs theprocess can include, e.g., a processor and those input devices andoutput devices that are appropriate to perform the process.

Further, programs that implement such methods (as well as other types ofdata) may be stored and transmitted using a variety of media (e.g.,computer readable media) in a number of manners. In some embodiments,hard-wired circuitry or custom hardware may be used in place of, or incombination with, some or all of the software instructions that canimplement the processes of various embodiments. Thus, variouscombinations of hardware and software may be used instead of softwareonly.

The term “computer-readable medium” refers to any medium, a plurality ofthe same, or a combination of different media, that participate inproviding data (e.g., instructions, data structures) which may be readby a computer, a processor or a like device. Such a medium may take manyforms, including but not limited to, non-volatile media, volatile media,and transmission media. Non-volatile media include, for example, opticalor magnetic disks and other persistent memory. Volatile media includedynamic random access memory (DRAM), which typically constitutes themain memory. Transmission media include coaxial cables, copper wire andfiber optics, including the wires that comprise a system bus coupled tothe processor. Transmission media may include or convey acoustic waves,light waves and electromagnetic emissions, such as those generatedduring radio frequency (RF) and infrared (IR) data communications.Common forms of computer-readable media include, for example, a floppydisk, a flexible disk, hard disk, magnetic tape, any other magneticmedium, a CD-ROM, DVD, any other optical medium, punch cards, papertape, any other physical medium with patterns of holes, a RAM, a PROM,an EPROM, a FLASH-EEPROM, any other memory chip or cartridge, a carrierwave as described hereinafter, or any other medium from which a computercan read.

Various forms of computer readable media may be involved in carryingdata (e.g. sequences of instructions) to a processor. For example, datamay be (i) delivered from RAM to a processor; (ii) carried over awireless transmission medium; (iii) formatted and/or transmittedaccording to numerous formats, standards or protocols, such as Ethernet(or IEEE 802.3), SAP, ATP, Bluetooth™, and TCP/IP, TDMA, CDMA, and 3G;and/or (iv) encrypted to ensure privacy or prevent fraud in any of avariety of ways well known in the art.

Thus a description of a process is likewise a description of acomputer-readable medium storing a program for performing the process.The computer-readable medium can store (in any appropriate format) thoseprogram elements which are appropriate to perform the method.

Just as the description of various steps in a process does not indicatethat all the described steps are required, embodiments of an apparatusinclude a computer/computing device operable to perform some (but notnecessarily all) of the described process.

Likewise, just as the description of various steps in a process does notindicate that all the described steps are required, embodiments of acomputer-readable medium storing a program or data structure include acomputer-readable medium storing a program that, when executed, cancause a processor to perform some (but not necessarily all) of thedescribed process.

Where databases are described, it will be understood by one of ordinaryskill in the art that (i) alternative database structures to thosedescribed may be readily employed, and (ii) other memory structuresbesides databases may be readily employed. Any illustrations ordescriptions of any sample databases presented herein are illustrativearrangements for stored representations of information. Any number ofother arrangements may be employed besides those suggested by, e.g.,tables illustrated in drawings or elsewhere. Similarly, any illustratedentries of the databases represent exemplary information only; one ofordinary skill in the art will understand that the number and content ofthe entries can be different from those described herein. Further,despite any depiction of the databases as tables, other formats(including relational databases, object-based models and/or distributeddatabases) could be used to store and manipulate the data typesdescribed herein. Likewise, object methods or behaviors of a databasecan be used to implement various processes, such as the describedherein. In addition, the databases may, in a known manner, be storedlocally or remotely from a device which accesses data in such adatabase.

Various embodiments can be configured to work in a network environmentincluding a computer that is in communication (e.g., via acommunications network) with one or more devices. The computer maycommunicate with the devices directly or indirectly, via any wired orwireless medium (e.g. the Internet, LAN, WAN or Ethernet, Token Ring, atelephone line, a cable line, a radio channel, an optical communicationsline, commercial on-line service providers, bulletin board systems, asatellite communications link, a combination of any of the above). Eachof the devices may themselves comprise computers or other computingdevices, such as those based on the Intel® Pentium® or Centrino™processor, that are adapted to communicate with the computer. Any numberand type of devices may be in communication with the computer.

In some embodiments, a server computer and one or more client computersmay perform desired actions. Actions may be performed by one or more ofthe clients and/or servers in accordance with a desired distribution oflabor. Such distribution of labor may be made based on where the actionsmay be performed more securely, more quickly, and/or morecost-effectively. For example, in some implementations, complexcalculations may be performed by a central server to increase speed,display related calculations may be performed by a client because theymay be simple, outcome determining calculations may be performed by acentral server in order to ensure the validity of the calculations andallow tweaking of odds to be performed at a single location. It shouldbe recognized that any desired actions may be divided among a server andany number of clients in any desired way.

In an embodiment, a server computer or centralized authority may not benecessary or desirable. For example, the present invention may, in anembodiment, be practiced on one or more devices without a centralauthority. In such an embodiment, any functions described herein asperformed by the server computer or data described as stored on theserver computer may instead be performed by or stored on one or moresuch devices.

Where a process is described, in an embodiment the process may operatewithout any user intervention. In another embodiment, the processincludes some human intervention (e.g., a step is performed by or withthe assistance of a human).

In one embodiment, as illustrated in FIG. 2A, the gaming devicepreferably includes at least one processor 12, such as a microprocessor,a microcontroller-based platform, a suitable integrated circuit or oneor more application-specific integrated circuits (ASIC's). The processoris in communication with or operable to access or to exchange signalswith at least one data storage or memory device 14. In one embodiment,the processor and the memory device reside within the cabinet of thegaming device. The memory device stores program code and instructions,executable by the processor, to control the gaming device. The memorydevice also stores other data such as image data, event data, playerinput data, random or pseudo-random number generators, pay-table data orinformation and applicable game rules that relate to the play of thegaming device. In one embodiment, the memory device includes randomaccess memory (RAM), which can include non-volatile RAM (NVRAM),magnetic RAM (MRAM), ferroelectric RAM (FeRAM) and other forms ascommonly understood in the gaming industry. In one embodiment, thememory device includes read only memory (ROM). In one embodiment, thememory device includes flash memory and/or EEPROM (electrically erasableprogrammable read only memory). Any other suitable magnetic, opticaland/or semiconductor memory may operate in conjunction with the gamingdevice disclosed herein.

In one embodiment, part or all of the program code and/or operating datadescribed above can be stored in a detachable or removable memorydevice, including, but not limited to, a suitable cartridge, disk, CDROM, DVD or USB memory device. In other embodiments, part or all of theprogram code and/or operating data described above can be downloaded tothe memory device through a suitable network.

In one embodiment, an operator or a player can use such a removablememory device in a desktop computer, a laptop personal computer, apersonal digital assistant (PDA), portable computing device, or othercomputerized platform to implement the present disclosure. In oneembodiment, the gaming device or gaming machine disclosed herein isoperable over a wireless network, such as part of a wireless gamingsystem. In this embodiment, the gaming machine may be a hand helddevice, a mobile device or any other suitable wireless device thatenables a player to play any suitable game at a variety of differentlocations. It should be appreciated that a gaming device or gamingmachine as disclosed herein may be a device that has obtained approvalfrom a regulatory gaming commission or a device that has not obtainedapproval from a regulatory gaming commission. It should be appreciatedthat the processor and memory device may be collectively referred toherein as a “computer” or “controller.”

In one embodiment, as discussed in more detail below, the gaming devicerandomly generates awards and/or other game outcomes based onprobability data. In one such embodiment, this random determination isprovided through utilization of a random number generator (RNG), such asa true random number generator, a pseudo random number generator orother suitable randomization process. In one embodiment, each award orother game outcome is associated with a probability and the gamingdevice generates the award or other game outcome to be provided to theplayer based on the associated probabilities. In this embodiment, sincethe gaming device generates outcomes randomly or based upon one or moreprobability calculations, there is no certainty that the gaming devicewill ever provide the player with any specific award or other gameoutcome.

In another embodiment, as discussed in more detail below, the gamingdevice employs a predetermined or finite set or pool of awards or othergame outcomes. In this embodiment, as each award or other game outcomeis provided to the player, the gaming device flags or removes theprovided award or other game outcome from the predetermined set or pool.Once flagged or removed from the set or pool, the specific providedaward or other game outcome from that specific pool cannot be providedto the player again. This type of gaming device provides players withall of the available awards or other game outcomes over the course ofthe play cycle and guarantees the amount of actual wins and losses.

In another embodiment, as discussed below, upon a player initiating gameplay at the gaming device, the gaming device enrolls in a bingo game. Inthis embodiment, a bingo server calls the bingo balls that result in aspecific bingo game outcome. The resultant game outcome is communicatedto the individual gaming device to be provided to a player. In oneembodiment, this bingo outcome is displayed to the player as a bingogame and/or in any form in accordance with the present disclosure.

In one embodiment, as illustrated in FIG. 2A, the gaming device includesone or more display devices controlled by the processor. The displaydevices are preferably connected to or mounted to the cabinet of thegaming device. The embodiment shown in FIG. 1A includes a centraldisplay device 16 which displays a primary game. This display device mayalso display any suitable secondary game associated with the primarygame as well as information relating to the primary or secondary game.The upper display device may display the primary game, any suitablesecondary game associated or not associated with the primary game and/orinformation relating to the primary or secondary game. These displaydevices may also serve as digital glass operable to advertise games orother aspects of the gaming establishment. As seen in FIG. 1A, in oneembodiment, the gaming device includes a credit display 20 whichdisplays a player's current number of credits, cash, account balance orthe equivalent. In one embodiment, the gaming device includes a betdisplay 22 which displays a player's amount wagered. In one embodiment,as described in more detail below, the gaming device includes a playertracking display 40 which displays information regarding a player'splaying tracking status.

In another embodiment, at least one display device may be a mobiledisplay device, such as a PDA or tablet PC, that enables play of atleast a portion of the primary or secondary game at a location remotefrom the gaming device.

The display devices may include, without limitation, a monitor, atelevision display, a plasma display, a liquid crystal display (LCD) adisplay based on light emitting diodes (LED), a display based on aplurality of organic light-emitting diodes (OLEDs), a display based onpolymer light-emitting diodes (PLEDs), a display based on a plurality ofsurface-conduction electron-emitters (SEDs), a display including aprojected and/or reflected image or any other suitable electronic deviceor display mechanism. In one embodiment, the display device includes atouch-screen with an associated touch-screen controller. The displaydevices may be of any suitable size and configuration, such as a square,a rectangle or an elongated rectangle.

The general scope of the invention may include methods and systems asfollows. A method of playing a wagering game on an electronic gamingsystem may have, for example:

-   -   a) a central processor;    -   b) a video display system;    -   c) data entry systems in communication with the central        processor;    -   d) an electronic random number generator in communication with        the central processor; and    -   e) memory containing look-up tables of event result tables;

The method may have steps of:

-   -   providing three virtual dice that are displayed on the video        display system, a first two virtual dice of the three virtual        dice having a plurality of virtual faces and each virtual face        having a virtual number indicator, the third virtual die having        a plurality of virtual faces and each virtual face having a        virtual number indicator, the third virtual die having a visual        appearance that is distinct from the visual appearance of the        first two dice;    -   providing in the memory an event result tables or paytables        having a plurality of outcomes;    -   the processor receiving a wager on an event result through a        signal originating from the data entry system, the at least one        wager being on in the wagering game; effecting a virtual casting        of the three virtual dice to generate a random event using the        electronic random number generator to determine an event        outcome,    -   the random event outcome comprising a display of the three        virtual dice consisting of two virtual dice whose exposed        virtual numbers are used to define a numeric result        corresponding to a particular partial outcome of an event and        the third virtual die being used with the particular partial        outcome to determine a final event outcome within the game from        the event result tables;    -   comparing the random event of the virtual casting of the three        virtual dice with the event result tables or paytables to        determine wagering or game events from the random event;    -   resolving wins or losses based upon the random event; and    -   a) moving a virtual game piece on a virtual display on the video        display system in a continuing of the wagering game; or    -   b) both resolving wins or losses based upon the random event and        moving a virtual game piece on the virtual display system in a        continuing of the wagering game.

The two virtual dice have six virtual faces and each virtual face has anumber indicator of only one of 1, 2, 3, 4, 5 or six thereon, and eachof the six virtual faces has a different number indicator thereon, andthe third virtual die has six virtual faces and each virtual face has anumber indicator of only one of 1, 2, 3, 4, 5 or six thereon, and eachof the six virtual faces has a different number indicator thereon. Avirtual game field surface is displayed on the video display system andis used to display movement of a game piece a virtual amount related tothe numeric total of the two virtual dice and the paytable associated tothe numeric result by a random outcome on the third virtual dieaccording to rules of play of the game stored in the memory. The virtualgame field surface may have markings and words relating the wageringgame to a sporting event, such as for soccer or where the sporting eventis American Football. The event outcome table is separate from thepaytable and the event outcome table identifies at least touchdowns,distance of ball movement and penalties according to the combination ofnumerical result from the two virtual dice and the specific resultsassociated with displayed symbology on the third virtual die. The methodmay be played wherein after a touchdown occurs in the wagering game, atleast one virtual die is recast to determine if an extra point wageringevent is achieved. The proposition wagers, if any, are recognized by theprocessor from the data entry system, the proposition wager being on atleast one proposition wager event determined by the virtual casting ofthe three virtual dice selected from the group consisting of a) aone-roll touchdown; b) a one-roll turnover; c) a one roll penalty; andd) a one roll specific yardage result.

The event outcome is determined by the processor executing code tocompare the virtual gaming event outcome from the virtual casting of thevirtual three dice and the event results table. The proposition wagersmay be recognized as being on at least one proposition wager eventdetermined by the casting of the three virtual dice selected from thegroup consisting of a) a one-roll touchdown; b) a one-roll turnover; c)a one roll penalty; and d) a one roll specific yardage result. Theprocessor displays at least one of the event result tables on the videodisplay system and indicates virtual game piece movement on a virtualplaying field as a result of comparing the random event of the virtualcasting of the three virtual dice with the event result tables orpaytables to determine wagering or game events from the random event.The data entry systems are selected from the group consisting ofhand-held wireless communication devices, networked television systems,keypads, stand-alone wagering terminals, personal computers on a networkor internet and banks of wagering terminals.

A gaming system for playing the wagering game may have, as described ingreater detail above:

-   -   a) a central processor;    -   b) a video display system;    -   c) data entry systems in communication with the central        processor;    -   d) an electronic random number generator in communication with        the central processor; and    -   e) memory containing look-up tables of event result tables.

The video display system displays an image of both a virtual game pieceand a gaming table upper surface with virtual indicia thereon indicatingdistances and positions for moving a virtual game piece;

-   -   the virtual game piece being displayed on the virtual display        system at a position on the virtual upper surface; an event        result tables or paytables having a plurality of outcomes        arranged in rows and columns; and    -   the video display system displays three virtual dice, the three        virtual dice comprising two virtual dice for defining the        numeric result corresponding to a particular partial event on        the look-up tables or paytables, and a third virtual die that is        visually distinguishable from the two virtual dice for providing        a visual appearance that is distinct from the visual appearance        of the first two virtual dice, and the third virtual die used to        define a number corresponding to a final event outcome defined        in the look-up tables or paytables to determine an outcome of        that numeric result from the first two dice in event result        tables or paytables. The indicia represent field position on an        American Football playing field and betting areas are provided        for placing wagers on at least one of touchdowns, first downs,        penalties, turnovers, no touchdowns, and no first downs.

Another variation on the electronic gaming system may include a methodof playing a wagering game on an electronic gaming system, theelectronic gaming system having at least:

-   -   A) a central processor;    -   B) a video display system;    -   C) data entry systems in communication with the central        processor;    -   D) an electronic random number generator in communication with        the central processor; and    -   E) memory containing look-up tables of event result tables;        the method having at least steps of:    -   providing three virtual dice that are displayed on the video        display system, a first two virtual dice of the three virtual        dice having a plurality of virtual faces and each virtual face        having a virtual number indicator, the third virtual die having        a plurality of virtual faces and each virtual face having a        virtual number indicator, the third virtual die having a visual        appearance that is distinct from the visual appearance of the        first two dice;    -   providing in the memory an event result tables or paytables        having a plurality of outcomes;    -   the processor receiving a wager on an event result through a        signal originating from the data entry system, the at least one        wager being on in the wagering game;    -   a) effecting a virtual casting of the three virtual dice to        generate a random event using the electronic random number        generator to determine an event outcome,    -   the random event outcome comprising a display of the three        virtual dice consisting of two virtual dice whose exposed        virtual numbers are used to define a numeric result        corresponding to a particular partial outcome of an event and        the third virtual die being used with the particular partial        outcome to determine a final event outcome within the game from        the event result tables;    -   j) comparing the random event of the virtual casting of the        three virtual dice with the event result tables or paytables to        determine wagering or game events from the random event; and    -   k) moving a virtual game piece on a virtual display on the video        display system in a continuing of the wagering game; or    -   l) both resolving wins or losses based upon the random event and        moving a virtual game piece on the virtual display system in a        continuing of the wagering game;        wherein steps a), j), k) and/or l) are repeated either i) a        specific number of predetermined times and determining an        ultimate position on the game board or ii) until a game ending        event occurs.

The two virtual dice may have six virtual faces and each virtual facehas a number indicator of only one of 1, 2, 3, 4, 5 or six thereon, andeach of the six virtual faces has a different number indicator thereon.However, as the dice are virtual and are not limited by the physics ofreal space, 5-faced die, 7-gfaced die, 8-face die and the like may beused in the variable world, with more potential outcomes therefore beingavailable.

Similarly with the third virtual die. There may be five, six, seven oreight (for example) virtual faces and each virtual face has a numberindicator of only one of 1, 2, 3, 4, 5 or six thereon (or other numbersor symbols), and each of the (for example) six virtual faces has adifferent number indicator thereon.

A virtual game field surface may be displayed on the video displaysystem and is used to display movement of a game piece a virtual amountrelated to the numeric total of the two virtual dice and the paytableassociated to the numeric result by a random outcome on the thirdvirtual die according to rules of play of the game stored in the memory.The virtual game field surface may have markings and words relating thewagering game to a sporting event.

The sporting event may, for example, be selected from the groupconsisting of soccer, American Football, ice hockey and field hockey andcommunications among at least some of:

-   -   A) the central processor;    -   B) the video display system;    -   C) the data entry systems in communication with the central        processor;    -   D) the electronic random number generator in communication with        the central processor; and    -   E) the memory containing look-up tables of event result tables;        are transmitted by communication systems selected from the group        consisting of wireless transmissions, internet transmissions,        hard wired transmissions, transmissions originating from a        hand-held communications device, transmissions originating from        a laptop processor, transmissions originating from a floor model        processor and transmissions originating from a terminal in a        casino.

3 Dice Football Game Rules

The game begins with a coin toss to determine which player will start onoffense.

Each player receives 3 offensive possessions per Quarter (4 Quarters pergame).

For each possession, the offensive player has 3 plays (see below) to geta 1^(st) down (10 Yards) and continue the drive down the field. If theplayer does not obtain a 1^(st) down in the 3 plays, he must declarebefore the 4^(th) down play whether he wants to . . . “Go For It”,“Field Goal Attempt”, or “Punt”.

Starting Field Position for the 1^(st) possession of each half andpossessions starting after a score (TD or Field Goal) are determined bythe Kickoff (see below).

After a Turnover (by downs or by play), or a missed Field Goal attempt,possession begins at the spot of the last play.

At the end of the game, the player who has the most points wins.

If the game is tied at the end of all possessions, Sudden Death Overtimedecides the winner (see below).

Rolling the Dice (The Downs)

The outcome of each Play is determined by rolling 3 Dice, eitherphysically in a board or table top format or virtuially in an electronicor partially electronic game format..

The offensive player (with possession of the ball) rolls the 2 GreenDice.

The defensive player rolls the 1 Red Die.

There are at least 4 possible outcomes for each roll of the dice:

1—Yards Gained

The Yards Gained on each play equal the sum of the 2 Green Dice minusthe Red Die.

Example:

Green Dice Rolled: 5 and 4, Red Die Rolled 3

Result: 5+4−3=6 (Ball Advances 6 Yards)

2—Trips TD

An Instant Touchdown is scored when all 3 dice show the same number.

Example:

Green Dice Rolled: 5 and 5, Red Die Rolled 5

3—Penalty

A Penalty occurs when the total of the 2 Green Dice is less than thevalue of the Red Die (except when a Turnover is rolled . . . see below).All Penalties result in a 1 Yard Loss.

Example:

Green Dice Rolled: 2 and 2, Red Die Rolled 6

Result: 2+2<6 (1 Yard Penalty)

4—Turnover

A Turnover occurs when a Red 6 is rolled with a Green 1,1 or Green 1,2.

If a Turnover occurs, the defending player takes possession of the ballat the spot the play began.

Example:

Green Dice Rolled: 1 and 1, Red Die Rolled 6

Green Dice Rolled: 1 and 2, Red Die Rolled 6

The display devices of the gaming device are configured to display atleast one and preferably a plurality of game or other suitable images,symbols and indicia such as any visual representation or exhibition ofthe movement of objects such as mechanical, virtual or video reels andwheels, dynamic lighting, video images, images of people, characters,places, things and faces of cards, and the like.

The method may also be described as a method of playing a game on anelectronic gaming system, the electronic gaming system comprising:

-   -   A) a processor;    -   B) a video display system;    -   C) data entry systems in communication with the processor;    -   D) an electronic random number generator in communication with        the central processor; and    -   E) memory containing look-up tables of event result tables;        the method comprising the steps of:    -   the processor providing image data from memory to the video        display system to provide three virtual dice that are displayed        on the video display system, a first two virtual dice of the        three virtual dice having a plurality of virtual faces and each        virtual face having a virtual number indicator, the third        virtual die having a plurality of virtual faces and each virtual        face having a virtual number indicator, the third virtual die        having a visual appearance that is distinct from the visual        appearance of the first two dice;    -   a) the memory storing an event result tables or paytables having        a plurality of outcomes for the three virtual dice;    -   b) effecting a virtual casting of the three virtual dice to        generate a random event using the electronic random number        generator to determine a random event outcome,    -   the random event outcome comprising a display of the three        virtual dice consisting of two virtual dice whose exposed        virtual numbers are used to define a numeric result        corresponding to a particular partial outcome of an event and        the third virtual die being used with the particular partial        outcome to determine a final event outcome within the game from        the event result tables;    -   j) the processor comparing the random event of the virtual        casting of the three virtual dice with the event result tables        or paytables to determine game events from the random event; and    -   k) the processor providing signals to the video display screen        to virtually move a virtual game piece on the video display        system in a continuing activity of the game; or        wherein steps a), l), and/or m) are repeated either i) until a        specific number of predetermined times and determining an        ultimate position on the game board or ii) until a game ending        event occurs.

The two virtual dice may have at least six virtual faces and eachvirtual face has a number indicator of only one of 1, 2, 3, 4, 5 or sixthereon, and each of the six virtual faces has a different numberindicator thereon and the virtual images result from transmission ofimages comprising pixels from memory. Special virtual dice with morethan six faces and each face equally or differentially mapped to producepredetermined probabilities may be used. For example, a virtual 7-faceddie may be used with faces 1-6 mapped at 8/49 probability of occurrence(by the random number generator) and the seventh face, with a (forexample) valuable symbol, is mapped at 1/49 probability. This is definedas differential mapping of faces of virtual dice.

Also, the faces may have repeating numbers on one or more die, such asone of the die having faces of 1, 1, 2, 4, 5 and 6; or 1, 2, 3, 3, 3, 6to weight towards specific event outcomes.

1. A method of playing a game in which game pieces are moved on a fielddetermining a game ending outcome comprising the steps of: a) providingthree dice, a first two of the three dice having a plurality of facesand each face having a number indicator, the third die having aplurality of faces and each face having a number indicator, the thirddie having a visual appearance that is distinct from the visualappearance of the first two dice; b) providing an event result tableshaving a plurality of outcomes arranged in rows and columns; c) placingone position-indicating game piece at a start position on a game board;d) casting the three dice to generate a random event, e) the three diceconsisting of two dice whose exposed numbers are used to define anumeric result corresponding to a particular row of the event resulttables, and the third die used to define a number corresponding to acolumn of the event result table to determine an outcome of that numericresult from the first two dice in event result tables; f) comparing therandom event of the casting of the three dice with the event resulttables to determine game events from the random event; and g) moving agame piece in an at least first step continuing performance of the game;wherein steps d), e), f) and g) are repeated either i) a specific numberof predetermined times and determining an ultimate position of the gamepiece on the game board after the repetition of steps d), e), f) and g)the predetermined number of times or ii) until a turn-ending or gameending event occurs according to the comparing in step f).
 2. The methodof claim 1 wherein there are two putative directions on the game boardand at the conclusion of i) or ii), the position-indicating game pieceis repositioned at an anti-parallel start position and then: h) thethree dice consisting of two dice whose exposed numbers are used todefine a numeric result corresponding to a particular row of the eventresult tables, and the third die used to define a number correspondingto a column of the event result table to determine an outcome of thatnumeric result from the first two dice in event result tables; j)comparing the random event of the casting of the three dice with theevent result tables to determine game events from the random event; andk) moving a game piece in a continuing performance of the wagering game;wherein steps h), j) and k) are repeated either: i) a specific number ofpredetermined times and determining an ultimate position on the gameboard or ii) until a game ending event occurs, and ultimate position onthe game board and/or the game ending event is used to determine arandom outcome winning event.
 3. The method of claim 1 wherein the twodice have six faces and each face has a number indicator of only one of1, 2, 3, 4, 5 or six thereon, and each of the six faces has a differentnumber indicator thereon.
 4. The method of claim 2 wherein the third diehas six faces and each face has a number indicator of only one of 1, 2,3, 4, 5 or six thereon, and each of the six faces has a different numberindicator thereon.
 5. The method of claim 1 wherein the game boardcomprises a surface used to move a game piece an amount related to thenumeric total of the two dice and a look-up table associated to thenumeric result by a random outcome on the third die according to rulesof play of the game.
 6. The method of claim 2 wherein the game boardcomprises a surface used to move a game piece an amount related to thenumeric total of the two dice and a look-up table associated to thenumeric result by a random outcome on the third die according to rulesof play of the game.
 7. The method of claim 5 wherein the surface hasmarkings and words relating the game to a wagering game on a virtualsporting event.
 8. The method of claim 7 wherein the virtual sportingevent is American Football.
 9. The method of claim 6 wherein the eventoutcome table identifies at least touchdowns, distance of ball movementand penalties according to the combination of numerical result from thetwo dice and the specific results associated with displayed symbology onthe third die.
 10. The method of claim 7 wherein after a touchdownoccurs in the game as i) or ii), at least one die is recast to determineif an extra point wagering event is achieved.
 11. The method of claim 2wherein ii) occurs by the casting of the three dice from the groupconsisting of a one-roll touchdown; a one-roll turnover; and a four rollspecific yardage result that is less than a predefined minimum.
 12. Themethod of claim 1 wherein the event outcome is determined by comparingthe random event of the casting of the three dice with the event resulttables to determine game events from the random event to determine if agame ending outcome occurs or an amount of virtual distance the positionindicating game piece is moved.
 13. The method of claim 12 whereinproposition wagers in a wagering event on the game may be placed on atleast one proposition wager event determined by the casting of the threedice selected from the group consisting of a) a one-roll touchdown; b) aone-roll turnover; c) a one roll penalty; and d) a one roll specificyardage result.
 14. A gaming system for playing the wagering game ofclaim 1 comprising: a gaming table having an upper surface with indiciathereon indicating distances and positions for moving the game piece;the game piece for placement on the upper surface; an event resulttables or paytables having a plurality of outcomes arranged in rows andcolumns; and three dice, the three dice comprising two dice for definingthe numeric result corresponding to a particular row of the tables orpaytables, and a third die that is visually distinguishable from the twodice for providing a visual appearance that is distinct from the visualappearance of the first two dice, and the third die used to define anumber corresponding to a column of the table or paytable to determinean outcome of that numeric result from the first two dice in eventresult tables or paytables.
 15. The gaming system of claim 14 whereinthe indicia represent field position on an American Football playingfield and betting areas are provided for placing wagers on at least oneof touchdowns, first downs, penalties, turnovers, no touchdowns, and nofirst downs.
 16. The gaming system of claim 14 wherein odds for specificoutcomes are printed on the upper surface.
 17. A method of playing agame on an electronic gaming system, the electronic gaming systemcomprising: A) a processor; B) a video display system; C) data entrysystems in communication with the processor; D) an electronic randomnumber generator in communication with the central processor; and E)memory containing look-up tables of event result tables; the methodcomprising the steps of: the processor providing image data from memoryto the video display system to provide three virtual dice that aredisplayed on the video display system, a first two virtual dice of thethree virtual dice having a plurality of virtual faces and each virtualface having a virtual number indicator, the third virtual die having aplurality of virtual faces and each virtual face having a virtual numberindicator, the third virtual die having a visual appearance that isdistinct from the visual appearance of the first two dice; a) the memorystoring an event result tables or paytables having a plurality ofoutcomes for the three virtual dice; b) effecting a virtual casting ofthe three virtual dice to generate a random event using the electronicrandom number generator to determine a random event outcome, the randomevent outcome comprising a display of the three virtual dice consistingof two virtual dice whose exposed virtual numbers are used to define anumeric result corresponding to a particular partial outcome of an eventand the third virtual die being used with the particular partial outcometo determine a final event outcome within the game from the event resulttables; c) the processor comparing the random event of the virtualcasting of the three virtual dice with the event result tables orpaytables to determine game events from the random event; and d) theprocessor providing signals to the video display screen to virtuallymove a virtual game piece on the video display system in a continuingactivity of the game; or wherein steps b) c), and/or d) are repeatedeither i) until a specific number of predetermined times and determiningan ultimate position on the game board or ii) until a game ending eventoccurs.
 18. The method of claim 17 wherein the two virtual dice have sixvirtual faces and each virtual face has a number indicator of only oneof 1, 2, 3, 4, 5 or six thereon, and each of the six virtual faces has adifferent number indicator thereon and the virtual images result fromtransmission of images comprising pixels from memory.
 19. The method ofclaim 17 wherein the third virtual die has six virtual faces and eachvirtual face has a number indicator of only one of 1, 2, 3, 4, 5 or sixthereon, and each of the six virtual faces has a different numberindicator thereon.
 20. The method of claim 1 wherein a virtual gamefield surface is displayed on a video display system comprising aprocessor, video display system and player input controls and the videodisplay system is used to display movement of a virtual game piece avirtual amount related to the numeric total of the two dice which areprovided as two virtual dice and the paytable associated to the numericresult by a random outcome generated by the processor on the thirdvirtual die according to rules of play of the game stored in theprocessor as memory.
 21. The method of claim 20 wherein the virtual gamefield surface has markings and words relating the wagering game to asporting event.
 22. The method of claim 21 wherein the sporting event isselected from the group consisting of soccer, American Football, icehockey and field hockey and communications among at least some of: A)the central processor; B) the video display system; C) the data entrysystems in communication with the central processor; D) the electronicrandom number generator in communication with the central processor; andE) the memory containing look-up tables of event result tables; aretransmitted by communication systems selected from the group consistingof wireless transmissions, internet transmissions, hard wiredtransmissions, transmissions originating from a hand-held communicationsdevice, transmissions originating from a laptop processor, transmissionsoriginating from a floor model processor and transmissions originatingfrom a terminal in a casino.
 23. The method of claim 22 wherein theevent outcome table is separate from the paytable and the event outcometable identifies at least touchdowns, distance of ball movement andpenalties according to the combination of numerical results from the twovirtual dice and the specific results associated with displayedsymbology on the third virtual die.